Re: The Destroyers
This is Deathstroke as I use them....basically a dysfunctional family of Super-Terrorists.
Requiem
Player:
Val**
Char***
Cost
20**
STR
10
20**
DEX
30
25**
CON
30
17**
BODY
14
20**
INT
10
15**
EGO
10
20**
PRE
10
16**
COM
3
*
15/25**
PD
11
15/25**
ED
10
5**
SPD
20
10**
REC
2
50**
END
0
40**
STUN
0
*9"**RUN02"**SWIM04"**LEAP0Characteristics Cost: 160
Cost**
Power
END
**
Deathstroke*
20**
1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)*
0
1**
2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)*
0
3**
3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)*
0
3**
4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)*
0
8**
5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)*
0
6**
Athletic: Running +3" (9" total)*
1
60**
Sonic Attacks: Multipower, 60-point reserve*
6u**
1) Sonic Scream: EB 12d6 (60 Active Points)*
6
6u**
2) Ear-Splitting: RKA 4d6 (60 Active Points)*
6
6u**
3) Focused Harmonics: EB 8d6, Armor Piercing (+1/2) (60 Active Points)*
6
6u**
4) Sonic Wail: EB 4d6, NND (Hearing Flash Defense; +1), Area Of Effect (4" Radius; +1) (60 Active Points)*
6
33**
Sonic Boost: Aid 4d6, any Sonic power one at a time (+1/4) (50 Active Points); Self Only (-1/2)*
0
Powers Cost: 158
Cost**
Martial Arts Maneuver
**
Self-Defense*
3**
1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike*
4**
2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND*
4**
3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4**
4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
Martial Arts Cost: 15
Cost**
Skill
**
Deathstroke*
3**
1) Teamwork 13-*
9**
2) +3 with Teamwork Attacks*
3**
Breakfall 13-*
3**
Combat Driving 13-*
3**
Combat Piloting 13-*
3**
Computer Programming 13-*
3**
Demolitions 13-*
3**
Electronics 13-*
3**
Interrogation 13-*
3**
Lockpicking 13-*
3**
Mechanics 13-*
3**
Oratory 13-*
3**
Paramedics 13-*
3**
Persuasion 13-*
3**
Security Systems 13-*
3**
Tactics 13-*
3**
Trading 13-*
3**
KS: International Finance 13-*
3**
KS: Espionage World 13-*
16**
+2 with All Combat*
Skills Cost: 79
Cost**
Perk
35**
Followers*
20**
Vehicles & Bases*
10**
Money: Wealthy*
Perks Cost: 65
Cost**
Talent
3**
Lightning Calculator*
3**
Perfect Pitch*
Talents Cost: 6
Total Character Cost: 483
Val**
Disadvantages
5**
Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)*
20**
Enraged: If Brother is downed (Common), go 11-, recover 11-*
25**
Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)*
15**
Psychological Limitation: Greedy, Self-Serving (Common, Strong)*
15**
Psychological Limitation: Anarchist (Common, Strong)*
15**
Psychological Limitation: Driven to be the Best (Common, Strong)*
10**
Social Limitation: Known Mutant (Frequently, Minor)*
20**
Vulnerability: 2 x STUN Electricity Attacks (Common)*
Disadvantage Points: 125
Base Points: 200
Experience Required: 158
Total Experience Available: 158
Experience Unspent: 0
Chiller
Player:
Val**
Char***
Cost
20**
STR
10
20**
DEX
30
25**
CON
30
17**
BODY
14
20**
INT
10
15**
EGO
10
20**
PRE
10
16**
COM
3
*
15/25**
PD
11
15/25**
ED
10
5**
SPD
20
10**
REC
2
50**
END
0
40**
STUN
0
*9"**RUN02"**SWIM04"**LEAP0Characteristics Cost: 160
Cost**
Power
END
**
Deathstroke*
20**
1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)*
0
1**
2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)*
0
3**
3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)*
0
3**
4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)*
0
8**
5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)*
0
6**
Athletic: Running +3" (9" total)*
1
60**
Ice Attacks: Multipower, 60-point reserve*
6u**
1) Icy Blast: EB 12d6 (60 Active Points)*
6
6u**
2) Ice Spikes: RKA 4d6 (60 Active Points)*
6
6u**
3) Ice Bonds: Entangle 6d6, 6 DEF (60 Active Points)*
6
6u**
4) Freeze Wave: EB 4d6, NND (LS: Extreme Cold; +1), Area Of Effect (4" Radius; +1) (60 Active Points)*
6
6u**
5) Icy Fog: Darkness to Sight Group 6" radius (60 Active Points)*
6
6u**
6) Ice Slides: Flight 15", x8 Noncombat, Usable Simultaneously (up to 2 people at once; +1/2) (60 Active Points)*
6
33**
Ice Boost: Aid 4d6, any Ice power one at a time (+1/4) (50 Active Points); Self Only (-1/2)*
0
Powers Cost: 170
Cost**
Martial Arts Maneuver
**
Self-Defense*
3**
1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 6d6 Strike*
4**
2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND*
4**
3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4**
4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
Martial Arts Cost: 15
Cost**
Skill
**
Deathstroke*
3**
1) Teamwork 13-*
9**
2) +3 with Teamwork Attacks*
3**
Breakfall 13-*
3**
Combat Driving 13-*
3**
Combat Piloting 13-*
3**
Computer Programming 13-*
3**
Demolitions 13-*
3**
Electronics 13-*
3**
Interrogation 13-*
3**
Lockpicking 13-*
3**
Mechanics 13-*
3**
Oratory 13-*
3**
Paramedics 13-*
3**
Persuasion 13-*
3**
Security Systems 13-*
3**
Tactics 13-*
3**
Trading 13-*
3**
KS: International Finance 13-*
3**
KS: Espionage World 13-*
16**
+2 with All Combat*
Skills Cost: 79
Cost**
Perk
10**
Money: Wealthy*
Perks Cost: 10
Cost**
Talent
3**
Lightning Calculator*
3**
Perfect Pitch*
Talents Cost: 6
Total Character Cost: 440
Val**
Disadvantages
5**
Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)*
20**
Enraged: If Brother is downed (Common), go 11-, recover 11-*
25**
Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)*
15**
Psychological Limitation: Greedy, Self-Serving (Common, Strong)*
15**
Psychological Limitation: Anarchist (Common, Strong)*
15**
Psychological Limitation: Driven to be the Best (Common, Strong)*
10**
Social Limitation: Known Mutant (Frequently, Minor)*
20**
Vulnerability: 2 x STUN Heat & Fire Attacks (Common)*
Disadvantage Points: 125
Base Points: 200
Experience Required: 115
Total Experience Available: 115
Experience Unspent: 0
Arrowhead
Player:
Val**
Char***
Cost
60**
STR
50
20**
DEX
30
30**
CON
40
20**
BODY
20
15**
INT
5
11**
EGO
2
20**
PRE
10
8**
COM
-1
*
20/30**
PD
8
15/25**
ED
9
5**
SPD
20
20**
REC
4
60**
END
0
65**
STUN
0
*6"**RUN02"**SWIM021"**LEAP0Characteristics Cost: 197
Cost**
Power
END
**
Deathstroke*
20**
1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)*
0
1**
2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)*
0
3**
3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)*
0
3**
4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)*
0
8**
5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)*
0
17**
Bulletproof Skin: Damage Resistance (20 PD/15 ED)*
0
9**
Strong Legs: Leaping +9" (21" forward, 10 1/2" upward)*
1
30**
Ultra Crossbow: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)*
3u**
1) Standard Arrowhead: RKA 4d6, 16 Charges (+0) (60 Active Points); OAF (-1)*
[16]
3u**
2) Armor Piercing Arrowhead: RKA 2 1/2d6, 16 Charges (+0), Armor Piercing (+1/2) (60 Active Points); OAF (-1)*
[16]
3u**
3) Brick Buster Arrowhead: RKA 2 1/2d6, 16 Charges (+0), Penetrating (+1/2) (60 Active Points); OAF (-1)*
[16]
3u**
4) Explosive Arrowhead: EB 8d6, 16 Charges (+0), Explosion (+1/2) (60 Active Points); OAF (-1)*
[16]
Powers Cost: 103
Cost**
Skill
**
Deathstroke*
3**
1) Teamwork 13-*
9**
2) +3 with Teamwork Attacks*
3**
Combat Driving 13-*
3**
Combat Piloting 13-*
3**
Demolitions 12-*
3**
Interrogation 13-*
3**
Mechanics 12-*
3**
Navigation 12-*
3**
Streetwise 13-*
3**
Systems Operation 12-*
2**
Weaponsmith (Crossbows) 12-*
6**
+2 with Punch, Grab & Haymaker*
6**
+2 with Ultra Crossbow*
4**
Penalty Skill Levels: +2 vs. Range Modifier with Ultra Crossbow*
Skills Cost: 54
Cost**
Perk
5**
Money: Well Off*
Perks Cost: 5
Total Character Cost: 359
Val**
Disadvantages
10**
Distinctive Features: Facial Scarring (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)*
25**
Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)*
15**
Psychological Limitation: Compulsive Gambler (Common, Strong)*
15**
Psychological Limitation: Hatred of Capable Women (Common, Strong)*
15**
Social Limitation: Alcoholic (Frequently, Major)*
20**
Vulnerability: 2 x BODY Acid Attacks (Common)*
Disadvantage Points: 100
Base Points: 200
Experience Required: 59
Total Experience Available: 59
Experience Unspent: 0
Stinger
Player:
Val**
Char***
Cost
45**
STR
35
25**
DEX
45
25**
CON
30
14**
BODY
8
23**
INT
13
14**
EGO
8
20**
PRE
10
6**
COM
-2
*
9/25**
PD
0
5/21**
ED
0
5**
SPD
15
15**
REC
2
50**
END
0
50**
STUN
0
*6"**RUN02"**SWIM09"**LEAP0Characteristics Cost: 164
Cost**
Power
END
**
Deathstroke*
20**
1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)*
0
1**
2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)*
0
3**
3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)*
0
3**
4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)*
0
8**
5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)*
0
18**
Exoskeleton: Armor (6 PD/6 ED)*
0
15**
Insectoid Wings: Flight 11" (22 Active Points); Restrainable (-1/2)*
2
24**
Claws and Mandibles: HKA 2d6 (4d6 w/STR) (30 Active Points); Reduced Penetration (-1/4)*
3
10**
Wall-Crawling: Clinging (normal STR)*
0
**
Insectoid Senses*
10**
1) Increased Arc Of Perception (360 Degrees) with Sight Group*
0
5**
2) UV Perception (Sight Group)*
0
10**
3) Tracking with Smell/Taste Group*
0
9**
4) +3 PER with all Sense Groups*
0
48**
Insectoid Attacks: Multipower, 60-point reserve, (60 Active Points); all slots Limited Range 8" (-1/4)*
5u**
1) Projectile Stingers: EB 6d6, NND (Hardened Defenses; +1) (60 Active Points); Limited Range 8" (-1/4)*
6
5u**
2) Sticky Silkish Goo Spit: Entangle 4d6, 4 DEF, Sticky (+1/2) (60 Active Points); Limited Range 8" (-1/4)*
6
Powers Cost: 194
Cost**
Skill
**
Deathstroke*
3**
1) Teamwork 14-*
9**
2) +3 with Teamwork Attacks*
6**
Animal Handler (Insects & Anthropods) 15-*
3**
Acrobatics 14-*
3**
Breakfall 14-*
3**
Computer Programming 14-*
5**
Cramming *
3**
Cryptography 14-*
3**
Deduction 14-*
3**
Inventor 14-*
3**
Paramedics 14-*
3**
Shadowing 14-*
3**
Stealth 14-*
3**
Systems Operation 14-*
16**
+2 with All Combat*
9**
+3 with Flight*
3**
Scientist*
2**
1) SS: Biology 14- (3 Active Points)*
2**
2) SS: Entemology 14- (3 Active Points)*
2**
3) SS: Genetics 14- (3 Active Points)*
Skills Cost: 87
Cost**
Perk
5**
Money: Well Off*
15**
Vehicles & Bases*
Perks Cost: 20
Total Character Cost: 465
Val**
Disadvantages
25**
Distinctive Features: Insect-Man Hybrid (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)*
25**
Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)*
5**
Physical Limitation: Limited Manipulation (opposable, rigid claws - not fingers) (Infrequently, Slightly Impairing)*
20**
Psychological Limitation: Obsessed with Research (Common, Total)*
15**
Psychological Limitation: Vengeful (Common, Strong)*
15**
Psychological Limitation: Casual Killer (Common, Strong)*
25**
Social Limitation: Abandoned Humanity (Very Frequently, Severe)*
10**
Vulnerability: 2 x Effect Gas Attacks (Uncommon)*
Disadvantage Points: 140
Base Points: 200
Experience Required: 125
Total Experience Available: 125
Experience Unspent: 0
Scatterbrain
Player:
Val**
Char***
Cost
15**
STR
5
15**
DEX
15
30**
CON
40
12**
BODY
4
13**
INT
3
18**
EGO
16
15**
PRE
5
20**
COM
5
*
10/20**
PD
7
10/20**
ED
4
5**
SPD
25
9**
REC
0
60**
END
0
40**
STUN
5
*9"**RUN02"**SWIM03"**LEAP0Characteristics Cost: 134
Cost**
Power
END
**
Deathstroke*
20**
1) Bulletproof Uniform: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)*
0
1**
2) Insulated Uniform: LS (Safe in Intense Cold) (2 Active Points); OIF (-1/2)*
0
3**
3) Polarized Contacts: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)*
0
3**
4) Earplug Baffles: Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)*
0
8**
5) Closed Comms: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OAF (-1), Limited Power (Affected as Hearing and Radio Groups; -1/2)*
0
6**
Jogs 3 Miles a Day: Running +3" (9" total)*
1
16**
Scattered Thoughts: Mental Defense (20 points total)*
0
56**
Like Totally Telepathic: Multipower, 90-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (112 Active Points); all slots Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)*
4u**
1) Pain Projection: Ego Attack 9d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)*
4
4u**
2) Pain Wave: Ego Attack 4d6, Area Of Effect (4" Radius; +1), Selective (+1/4) (90 Active Points); No Range (-1/2), Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)*
4
4u**
3) Lemme Show You My Nightmares: Mental Illusions 18d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2), Limited Power (Only to Show the target Nightmare Scenarios (Falling, Drowning, Burning, Swarmed by Insects, Snakes, etc...); -1/4)*
4
4u**
4) Get the 411: Telepathy 18d6 (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)*
4
4u**
5) Find the Target: Mind Scan 10d6, +20 ECV (90 Active Points); Extra Time (Full Phase, -1/2), Concentration (0 DCV; -1/2)*
4
Powers Cost: 133
Cost**
Martial Arts Maneuver
**
Basic Self-Defense*
3**
1) Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike*
4**
2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort*
4**
3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort*
Martial Arts Cost: 11
Cost**
Skill
3**
Conversation 12-*
3**
Persuasion 12-*
3**
Seduction 12-*
3**
Trading 12-*
10**
+5 with PRE Skills*
3**
Sleight Of Hand 12-*
2**
KS: Pop Culture 11-*
15**
+5 with Telepathic MP*
Skills Cost: 42
Cost**
Perk
5**
Money: Well Off*
Perks Cost: 5
Total Character Cost: 325
Val**
Disadvantages
5**
Distinctive Features: Registers on Mutant Detectors (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)*
25**
Hunted: UNTIL 11- (Mo Pow, NCI, Harshly Punish)*
20**
Hunted: PSI 8- (Mo Pow, NCI, Capture)*
20**
Psychological Limitation: Easily Distracted (Common, Total)*
20**
Psychological Limitation: Fears her Uncles (Requiem & Chiller) (Common, Total)*
15**
Psychological Limitation: Enjoys Manipulating Others (Common, Strong)*
10**
Social Limitation: Stereotypical Vapid Blond (Frequently, Minor)*
10**
Vulnerability: 1 1/2 x Effect PRE Attacks (Common)*
Disadvantage Points: 125
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0